Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Friday, June 18, 2021

Dungeons & Dragons Portal

Iron Seer's Dungeons & Dragons
Welcome to the D&D Portal, folks!

This link portal lists all things related to the Dungeons & Dragons roleplaying game for Iron Seer.

As with all these portal entries, this will be continually updated to reflect ongoing gaming.  Never will the adventure party be unable to find their spot after a break!

It's about time RAW RPG got enough links on one game line to get it's own portal.  There was a lot of links to check and dates to look up.  From now on, link portals will start taking their places on the appropriate portal page sooner, rather than later.



Last Entry: 02/04/22


Game logs are presented in ascending order (earliest first).

Dungeons & Dragons (by Edition)


What's next?

Friday, July 3, 2020

The Brasslight Reclaimers

The Brasslight Reclaimers, an AD&D 2e campaign presented by Iron Seer.

In the city of Baldur's Gate, a determined and enterprising dwarf has incorporated an adventuring company.  Merryk Brasslight and his old chums set out with a few new hires.  He seeks the restoration of his family honor by hunting down and reclaiming a legacy of artifacts his clan once possessed.  Largely successful in their ventures, the company has become stable and established in the city.  Recently, after a mission goes terribly awry, the Brasslight Reclaimers begin to hire a new clutch of adventurers.  

Answering the call to possible fame and riches, the new party begins to arrive at the Brasslight Manor.

However, things become strange very quickly at the Manor.  The newcomers are increasingly suspicious of everything around them, and for good reason.  Now, they must negotiate the skulduggery of the cities of the Sword Coast as well as the serious bodily perils associated with 'dungeon work'.

Brasslight Reclaimers is an Advanced Dungeons & Dragons 2nd Edition campaign that uses the following rulebooks beyond the core manuals:  
  • Forgotten Realms Adventures
  • Warriors and Priests of the Realms
  • Wizards and Rogues of the Realms
  • Demihumans of the Realms
  • Tome of Magic
  • All 'Complete' Books (excepting the Complete Psionics Handbook and those specific to other settings; e.g. Gladiator / Sha'ir) 
  • The Arms & Equipment Guide.

Player Characters

  • Keatoris, CG Elven Mage
    • Apprenticed to the company's senior wizard Exkylos, Keatoris skill with bow and spell is already remarkable.
  • Frankie Kicks, Chaotic Good Human Amazon (Fighter)
    • Frankie is a no-nonsense tribal who cares mostly for her wardog, Guy.
  • Lamont Lamar Jackson, Chaotic Good Halfling Expert Treasure-Hunter (Thief)
    • As a child from Beggar's Nest in Neverwinter, he and his brother Billis were taken in by millionaire philanthropist Fil Drumondt.  He has left Neverwinter to seek his own fortune.
  • Blowme, Dwarf Berzerker (Fighter)
    • A taciturn dwarf from the northern mountains, he mostly just wants to fight people - and monsters.
  • Hay Seuss Christo, Chaotic Good Prophet (Cleric) of Selune
    • This cleric receives the prophecies of Selune through his pet billy goat.

Session Log

Previously (Late 2019-Early 2020):
  • Brasslight Manor
    1. The party is hired and begin to settle into their new life. They meet their colleagues, and run some interference for Brasslight down at the docks, e.g. they roll some guys trying to make off with a lawfully imported shipment of supplies.  Thanks to Keatoris' friend in the City Watch the incident is brushed over and no prosecution is imminent.  
    2. Strange things begin to occur in the Manor.  Suddenly, danger appears from nowhere as goblins infiltrate the manor, culminating with an exploration of the 'under construction' wings and a goblin skeet shoot.  The party finds a hidden passage to a forgotten dungeon...
    3. Within the winding staircase, it is revealed the Manor is much more than just an old house in Baldur's Gate.  Chasing the goblins, the party finds an old vault beneath the Manor and a fell enemy.  Using wretched sorcery beyond the players, the villain delivers a message to Merryk Brasslight from one Frengl Thundervow that boiled down to "got my money, chump?"  Within the vault, one of the mysterious artifacts Brasslight is hunting is found...and he brushes off all mention of Thundervow.
*Sessions will continue at some point in the future when COVID-19 restrictions are lifted.  More on this later.  Stay safe!  Wear your masks, because right now it's socially acceptable to be a ninja or gas-mask soldier in public.  Do your part!

Thursday, February 7, 2019

Storm King's Thunder Postmortem

Iron Seer Presents: Storm King's Thunder
It's good, overall.  It's not very intense, just long. 
Would not run again without serious modification.
So, about a month ago or so we finished up our first full D&D 5e module, Storm King's Thunder (hereafter referred to as SKT), published by Wizards of the Coast.

Storm King's Thunder: Prepare to Die Edition

This was the longest campaign I've ever taken part in, running (roughly) weekly games for about 15-16 months.  PC's finished at 11th level, but during the course of the game some things became apparent.  So, I've got some points to go over regarding the adventure and how it played out.


The Pros of the New 5e Modules


First of all, I loved SKT.  Let me just get that out there right quick.  Overall, it was a fun experience for everyone, though in reality I don't believe it's designed for five characters - we'll get to that one.

You can't deny that the book itself is gorgeous - but that's standard for WotC.  Overall, the format of the adventure is well laid out and it's easy to find things when you need to refer to them.  I like all the callouts to the standard books, and honestly as a format for writing adventures it's one of the best modules I've ever encountered, much less had the pleasure to run.

Length was commendable.  SKT was one of the largest modules I've ever ran, with a great scope to match it.  There's lots of material in there, but it IS a rather large book.  SKT was no single dungeon module with over one hundred pages fleshing out rooms in a single locale - the adventure literally spans the entirety of the Sword Coast.

Villains and NPC's are nicely fleshed out, with lots of information on most of them.  A little too much on some, but that's another issue.  You won't have a problem where you're unsure of someone's motivation, but are left to wonder if you were supposed to put more into presentation of what turns out to be a minor NPC.

Probably the coolest feature of the module is how the storyline can diverge.  Lots of different paths and options are open to the players, and I daresay a lot could be replayed.  This was probably the idea behind the Adventurer's League style modules of late.  Ultimately though, all paths lead to the same place but how the players go about the modules can really affect the late-stage encounters.

    The Cons of the New 5e Design Philosophy

    First of all, I've already jotted my thoughts on Roll20 in general down.  In short, it would have been a lot better to do this module entirely on the table, rather than the hybrid game we had with various softwares.  The notion is solid, but unless your game is MOSTLY online don't bother with it.  My experience with the paid-for content has only motivated me to not use it anymore.

    A major issue for us was the balance on 5e modules.  There's more to say about this specifically, but I'll save that for another time.  For now, suffice it to say that 5e modules seem to be designed for less than five players.  This caused the encounters as written to be very, very easy in most cases.

    Yes, I could have changed the encounters.  However, if I was going to write my own adventure I would have done that.  We had five players, the recommended amount, and took on the adventure as written - like we always do.

    The difficulty curve has changed.  It's a simple fact that my players had little to no trouble in any combat encounter (save but one).  There was very little suspense on this, and even Death Saves did little to make things more tense.  Very early on, they became convinced of their superiority and were never corrected.

    Vaal in Storm King's Thunder on Roll20
    Almost.  Almost...
    Of course, in this module you can expect lots and lots of help from NPC's.  Some of the encounters wouldn't be hard with the party itself, yet in some cases you can have what amounts to an entire adventure party fighting alongside the main party.  In at least one case, it can be a squadron of Storm Giants.  This really robbed the players of agency and drove home the notion we weren't really playing a game, but a story.

    It's because of those things that the end of the adventure was as anticlimatic as I thought it would be.  There was no chance for Imryth, unless she flees.  There was no suspense, just what amounted to the serving of a warrant and beatdown of everything in her lair.  WEAKEST.  ENDING.  EVER.

    In the end, I was happy the game was over.

    Though I liked SKT, as long as this design philosophy rules over D&D you can bet I won't be running any more 5e WotC modules.  I wanted to run Princes of the Apocalypse, but if this is the state of the game I think I can do better on my own, and my players will definitely appreciate it.

      Friday, December 14, 2018

      Storm King's Thunder: Prepare to Die Edition [Part 8]

      Storm King's Thunder: Prepare to Die Edition
      Prepare to Die!
      WARNING:  Spoilers ahead for Storm King's Thunder.

      View Campaign Page.

      8.1 Doom of the Desert

      The party releases King Hekaton by destroying the chains that bound him with the Zymorven Axe.  As the storm giant king rises to his feet, he is obviously displeased with the situation.  A quick-talking Starman mentions Serissa, and calm King Hekaton down as they fill him in on what has happened.

      Incensed, King Hekaton uses the Conch to take the party to the Maelstrom.  Here they rest as King Hekaton confers with his court and tracks down the offender - Imryth, who is a dragon, as it turns out.  While they are here, Starman makes his love for Serissa known to the princess.

      The party prepares to set out with King Hekaton with several of his retainers who have gathered at the court.  In a welcome and rare surprise, Harshnag appears at the court in the Maelstrom!  He explains he escaped the crumbling of the Eye of the All-Father by jumping into the divination chamber, where he had to wait for a passing wizard to help him escape.

      The storm giants, the party and Harshnag set out on a fantastic journey.  They ride through the sea on orcas, through the skies on rocs, and finally arrive in the Anauroch near where King Hekaton divined the dragon's location.  The party approaches on foot.

      As they approach the ruined amphitheater that is the dragon's lair, they accidentally discover a sinkhole, through which King Hekaton and one of the Storm Giants fall into.  The rest of the party take an alternate route through a nearby tunnel and enter the amphitheater's lower level.  After wandering a bit, they come upon a group of cultists in front of a giant pit.  They chant a lot, and then one jumps into the pit.

      A strange, otherworldly voice utters forth from the pit.  Soon, the party is aware of the dragon as she appears from the shadows and sand, hissing at the cultists (who happen to be snake-men).  The exchange is unpleasant, and the dragon then attacks.

      The fight is short.  The attack force makes short work of the dragon, and the snake men flee.  Satisfied, King Hekaton assures the party that he will now work with the small folk to make the world a better place.  It's what his wife would have wanted, and the party has convinced him small folk can make a difference.  Whether or not that means he will allow his daughter to marry one is another matter entirely, to be discussed at a later date.


      The End

      ...?


      Return to Storm King's Thunder: Prepare to Die Edition.

      Thursday, August 30, 2018

      Storm King's Thunder: Prepare to Die Edition [Part 7]

      Storm King's Thunder: Prepare to Die Edition
      * Last Updated 10/23/2018 *
      WARNING:  Spoilers ahead for Storm King's Thunder.

      View Campaign Page.

      7.1 What To Do About Wooden Nickels

      The party rests in Triboar while attempting to collect information on the strange coin.  After some days in town asking everyone about everything and dropping generous coins to jog everyone's memory, the party was still no closer to figuring anything out.  It may have stayed that way if it wasn't for Softhand's inkling that the coin may indeed just be a token.  A gambling token.

      The party hires some mercenarios to fly the ship, Larry and his three brothers named Daryl.  They prove somewhat competent, if also a bit...strange.  Not too uncommon in Faerun, really.

      The party arrives in Yartar and after some discussion with the Hand, they learn where the wooden gambling token came from.  There is a gambling hall called the Golden Goose, aboard a riverboat owned by one Lord Drylund, who is campaigning for Waterbaron of Yartar.  Once they found the ship at the docks, getting on board was as easy as dressing foppishly, talking fast and flashing cash.

      Once on board, the party takes some time to get familiar with their surroundings, even spending time with Lord Drylund in his office where he made overtures to secure funding for his campaign for Waterbaron.  After casing the place, no clear threat is present.  The party eventually decides to gamble, and makes their way back to the main hall.


      7.2 Casino Night

      After a while gambling and carousing, the group is getting restless.

      The evening on the Grand Dame winds on, and Starman performs a rendition of The Death of Harshnag that is very moving - perhaps the finest rendition ever.  It captivates most of the patrons, and even draws Lord Drylund from his chambers.  Drylund asks Starman back to his office, and begins to try to lure Starman into a performance contract on the riverboat.  The rest of the group follows, unsure of what is about to happen.

      Yet before Drylund can get very far, Starman lays it all on him - who they are, and what they learned since the Eye of the All-Father.  Drylund, for his part, spills the beans pretty easily.  The party doesn't even really have to flex hard and he starts talking about his membership in the Kraken Society.

      It appears this organization is behind Hekaton's disappearance.  As soon as they learn the name 'Slarkrethel', Drylund's eyes bulge and his whole body strains...then he dies.  However, Starman brings him back immediately with Eha's divine magic.  Drylund and Starman lock eyes for a moment in wonder and awe, then Drylund dies in the exact same manner as before.

      Softhands, believing Drylund's octopus to be the culprit, grabbed ahold of it and earned a bite for his troubles.  The octopus was obliterated by hellfire shortly thereafter. Starman again revived the dead Lord Drylund, who declared he had had enough and begins to talk more earnestly.

      The party now knows where the ship carrying Hekaton, the Morkoth, sails and have a rough estimate of it's course.


      7.3 Eyes in the Sky

      The party embarks on their airship and sets course for the supposed area the Morkoth can be found.  After several days sailing over the sea, the target is finally sighted.  The party maneuvers the airship above the Morkoth, far above them and out of range of the ballista.

      After a few hours tailing the Morkoth, Ikki Popp polymorphs into a seagull and flies down to inspect the ship.  Ikki discovers Hekaton in the hold, bound in chains and evidently in some sort of trance.  The gull gets some strange looks, but it's not until the first mate sees the bird that the crew realizes that gull came from the airship.

      At that point, a wizard rises from the ship, flying through the air with magic.  He watches the airship approach him, and casts a spell.  The airship lurched as it hit an invisible wall of force, and began to spin out of control as the Morkoth's ballistae began to fire.  Briar dispenses some pixie dust, and she, Berry and Softhands float to the deck of the Morkoth rather haphazardly.  Ikki shapeshifts into a dragon, and Starman climbs atop him to swoop down to the ship to aid their allies.

      The fight on the ship is brief.  One of the crew stabs the hapless enemy wizard, and the enemy crew is swiftly dealt with.  Once the ship is quiet, the party scans the horizon and sees the airship in the water, retrieving the luckless Daryl from the drink and preparing to take flight again.


      Return to Storm King's Thunder: Prepare to Die Edition.

      Friday, July 13, 2018

      Storm King's Thunder: Prepare to Die Edition [Part 6]

      Storm King's Thunder: Prepare to Die Edition
      * Updated 7/27/2018 *
      WARNING:  Spoilers ahead for Storm King's Thunder.

      View Campaign Page.

      6.1 Into the Maelstrom

      The party flies the airship back to Triboar, where they enlist Darz to keep watch over it while they are gone.  The dragon cultists bid the party farewell, and remind them to visit Klauth in the near future.  The party spends some time in Triboar doing inventory, collating what they know, and deciding on exactly what to do next.

      When the adventurers are prepared, they gather and use the Conch.  They are teleported to a strange area, filled with bio-luminescent creatures and other sea life.  The party notices a large glyph carved into the stone, and hear singing coming from up a large spiral staircase.

      The adventurers follow the stairs, and see several giants of different types listening to two storm giant females perform music, one playing a strange crab-organ and the other with powerful, melodic singing.  Starman and Berry perform for them, and the adventurers are brought before the storm giants.  There are several giants in attendance, one from every major type:  hill, stone, frost, fire and cloud...in addition to more storm giant guards. 

      The eldest sister, Mirran, informs the adventurers that her youngest sister, Serissa, is in charge...but is far too busy to meet with them.  She has them escorted to quarters sized for 'small folk', where they take a short rest.  Soon, Mirran returns and tells the party Serissa will see them and leads them back to the entry room.

      There, the party finds several of the giant lords they saw earlier.  After some hesitancy, the giants attack the unsuspecting group.  Soon, most of the party is beaten and left for dead floating face down in a pool of seawater, presumably for the crabs.

      Yet...

      Two of the party, Starman and Ikki Popp...are air genasi.  They could breathe underwater, and Starman used healing spells to stabilize those who had been wounded to near death.  After laying low for a moment and pretending to float in the water as corpses, the giants left back up the spiral staircase.  The adventurers then crawled out of the pool, heaving and panting from pain and lack of breath...unsure of their next move.


      6.2 Court of the Storm Giants

      The party attempts to find a place to recuperate after fishing themselves out of the drink.  They explore the immediate surroundings, and find only guest quarters - both human and giant sized - and a storage area.  Unsure of what to do next, they send Briar up the stairs after the giants while Starman explored the grate at the bottom of the pool.

      Briar found the cloud giant talking to the stone giant just outside the stairwell, and returned to the lower level to report this.  Starman found a giant drain with five grates such as the one he found and slipped through.  In several of the grates were similar pools, but the entire drain area was underwater.  Also, there was wildlife in all the grates...giant crabs, but mostly killer whales.  One of them sees Starman, and briefly calls to him.  Shortly thereafter, he returns to the party, taking a moment to marvel at the vortex at the top of the massive drain.

      The party decided they would brave the water and killer whales rather than the giants above.  Softhands grabbed a barrel of dried fish from the storage area, and the party dove below and swam through the grates.  Softhands broke the barrel up, and the party fed it to the more friendly-seeming of the trio of killer whales.  The party swam through that grate from the drain area and up to the top of the pool.

      Once out of the water, Berry spoke with the killer whale and got some crucial information.  The whale actually belongs to Serissa, and what seems to be her private study is found nearby.  The party resolves to try to rest amidst Serissa's knick-knacks, but is interrupted by the Princess herself.

      What follows next is a flurry of action.  The Princess, curious, talks to the 'small folk' (as she calls the adventurers) as her guards and advisors flit around.  The players meet her uncle, Uthor and her advisor Imryth.  When Starman offers to speak to the departed spirit of Queen Neri, Serissa decides to bring them to the throne room.

      While in the court of the storm giants, the party sits with Serissa and her advisors as the body of the Queen is retrieved.  Uthor and Imryth, the advisors to the queen, caution against trusting the 'small folk', and Imryth becomes heated.  However, no one in the party that was listening could speak giant.

      The Queen's body is brought forth, and Starman works his magic.  They ask the Queen who killed her, and about Imryth.  During this exchange, Imryth is questioned by the adventurers.  She becomes agitated and, eventually, the subject of a zone of truth cast by Berry.  Flustered, she snatches the Korolnor Scepter from around Serissa's neck and teleports away.  Stunned by this development, Uthor and his guards can only watch in astonishment.  Serissa, for her part, is distraught from hearing her dead mother speak.

      Serissa gives the adventurers a wooden coin with a golden goose upon it, seemingly in line with something the dead Queen Neri had said.  Serissa charges the players to find her missing father, for it has something to do with the coin.  Serissa teleports the party back to Triboar, where they can begin their search for the origin of the wooden coin.


      Return to Storm King's Thunder: Prepare to Die Edition?

      Wednesday, March 14, 2018

      Storm King's Thunder: Prepare to Die Edition [Part 5]

      *Last Updated: 6/13/18*

      Warning:  SPOILERS ahead for Storm King's Thunder.


      View Campaign Page.

      5.1 The Yakfolk Village

      The way is decided, and the party begins to move forward.  They will go to Ironslag, to the Yakfolk Village, and find the Conch of Teleportation.  Harshnag decides to stay behind to protect the Eye of the All-Father, and the party bids a fond farewell.

      Just as they are leaving, they hear a horrible noise.  The doors burst open to the main shrine of the Eye, and an enormous blue dragon smashes its' way in.  When Harshnag and the creature lock eyes, mortal combat begins.

      It becomes apparent very quickly that the party is outmatched.

      Harshnag fights valiantly, but implores the party to continue onward.  Given little other choice but to escape, the party somberly retreats.  A huge rumble in the mountain is heard from above in the airship.  A mournful tone followed them all the way to the mountain where Ironslag lay, and during the trip Starman composed a tune to the memory of their only giant friend...

      The cry of dragon filled the hall - in frozen depths where shadows crawl - the voice of Harshnag called us to flee - his axe and life forfeit to see us free...

      The blue wyrms blows fell like death - Harshnag stood as we left - his axe like thunder, his heart so bold - stood his ground on stone so cold.

      We left is fear, we left in grief - Harshnag defended us from the teeth - our hearts heavy, our friend is lost - we seek revenge at any cost.

      Along the trip, the party is attacked in the air by a group of aarakocra and an air elemental.  These threats are swiftly dealt with by the party, but the dragon cultists suffer a few casualties.  The encounter does serve to remind the adventurers that their position in the air is precarious.

      As the party approaches the Yakfolk village, they wonder about how to land on the precarious mountain.  As they watch the yakfolk gather, they simply decide to land in the middle, as they allowed the yakfolk to become aware of their presence.  Much to their surprise, the yakfolk are friendly!

      The party meets Chief Kartha-Kaya and his wives, Nahala and Imberu.  The adventurers are invited to sit with the chief and feast.  Wine and smoke are brought, and Niv imbibes too much.  After a while, the party begins to notice the presence of slaves all around them.  For their part, the yakfolk see the owning of such slaves as the natural order of things.  The party agrees to stay overnight at the yakfolk village, after speaking with them of the giants below.


      5.2 Inside Yakfolk Village

      The party drags Niv's comatose form into a hut provided by the yakfolk, and prepare to bed down for the evening.  An ethics discussion ensues, where the party debates the nature of slavery and what, if anything, can be done for the naked slaves of the yakfolk.  In the end, they resolve to do what they must for the captives in the morning.

      The yakfolk, however, don't care to wait that long and bust through the door, attempting to take the party unawares.  The action is swift, and soon yakfolk litter the ground, bloodied and dying.  The party presses forward, out of the hut, to take on the wider village of the yakmen in mortal combat.


      5.3 Escape from Yakatraz

      The party decimates the rest of the yakmen, killing Kartha-Kaya and his entire clan.  The slaves quietly look on in awe as the party begins to investigate the now-quiet village.


      5.4 The Mines of Ironslag

      The party descends through many levels of the mines of Ironslag, going ever deeper into the mountain towards the great forge at its' heart.


      5.5 Salamander on Duty

      Emerging from the mines into the smelter area of Ironslag, the party rescues several dwarf slaves from a horrific salamander taskmaster.  Upon gaining their freedom, the former captives relate to the party there are more prisoners below.  Perturbed, the adventurers weigh their options.


      5.6 Intruder Alert!

      Ignoring the advice of the dwarves they liberated, the party retreats a short way into the mines and attempts to rest.  However, the fire giant overseers below in Ironslag get hip to the fact that there are no more slaves loading mine carts and send out a general alarm throughout the complex.  The party's anxiety grows as they hear approaching guards.

      The adventurers get the jump on a group of ogres searching the lower mines for escaped slaves, but one manages to run back into the smelting area.  Not long after, a bigger patrol made up of fire giants arrives and sees the dead ogres and missing slaves.  The giants attempt to take the party captive, but through a both cunning and lucky confluence of events the adventurers manage to triumph over their enemies, though only two of the giants were actually slain.


      5.7 Captured by Giants!

      The characters flee back into the mines, and narrowly avoid the patrols through stealth and cunning.  Eventually they are able to rest and ready themselves to re-enter Ironslag.  This time, however, they have a different approach.

      Ikki Popp polymorphs himself into a Fire Giant.  The party them fake-binds themselves with ropes, and the faux-giant Ikki proceeds to walk into Ironslag.  Not far in, they encounter Zaltember, Duke Zalto's son.  He is enraged, and agrees to take the party to his father after being told those were the faux-giant's orders.

      The party encounters Duke Zalto deep in Ironslag, after passing by many giants and other beings doing Ironslag things.  Very soon, violence erupts, and though the party fought bravely, Duke Zalto managed to shove through and wound Starman.  The party surrenders shortly thereafter.

      Berry is thrown into Zalto's hammer.  Starman is taken by the Duchess Brimskarda, presumably to revive and then look after Zaltember, who was shot in the back of the head by Briar and incapacitated...to unknown effect.  The rest of the party were imprisoned in the slave pens...where they wait for their chance to get out of this mess.


      5.8 Zalto Family Values

      Things look grim for our intrepid adventurers.

      While the duchess Brimskarda kept Starman with her in the kitchen until he regained his faculties, the others are kept in the slave pens with several other groups of prisoners. Berry is kept by Zalto in the hammer and dragged around the Vodindod most of the day.  The party is unsure how to proceed, but are confident since the giants didn't confiscate any gear.

      Berry witnesses emissaries of the drow approach Duke Zalto and bequeath a gift - a primordial elemental that powers up the adamantine forge.  He offers nothing in return, and the drow leave.  However, now that the forge is hot enough, Zalto to redoubles his previously stymied efforts on the Vodindod reconstruction.  Shortly, he gets so wrapped up he pretty much forgets about the earlier intruders (the party).

      Soon the daughter of the Duke, Cinderhild, pays the slave pens a visit.  She shoos the guards out, who think she plans to torture the captives.  She then engages Briar and Softhands in conversation and it leads to a deal:  pretend to take her captive and get her out of Ironslag.  The party agrees, and she releases them and the other slaves.  As they move through the fortress, the inhabitants keep their distance until they reach the kitchen area...

      Brimskarda is displeased.  After a short exchange, the party tells her they want only to leave with their companion.  The duchess informs them that the priest will leave only after her son is healed.  The party agrees, and the duchess tells them to talk to her husband in the forge area while she fetches Starman.

      After a short exchange in giantish with his family, and then in Common with the party, the terms of a deal are laid out.  They will exchange Cinderhild for their companions, and this is readily agreed to by the giants.  In addition, the party offers the location of a Vodindod fragment in return for access to King Hekaton.  Baffled by why they would want that, and not caring either way what happens to them, Duke Zalto agreed and gives them his conch of teleportation.  The party gave him false information twice, but he seemed to buy the second bit.

      Starman healed the stricken Zaltember, and  and the party left with Cinderhild in tow.  Starman took the elevator to the Yakfolk village, where the dragon cultists had been busy feeding dead yakfolk to the chimera.  The mounted the airship, and caught up with the reset of the party below.  The party flew with Cinderhild to a safe distance, then parted ways with the young giantess.

      With the conch of teleportation now in their possession, the only thing left to do is blow.



      Return to Storm King's Thunder: Prepare to Die Edition?

      Friday, January 12, 2018

      Storm King's Thunder: Prepare to Die Edition [Part 4]

      *Updated 02/09/2018*

      Warning:  SPOILERS ahead for Storm King's Thunder.


      View Campaign Page.

      4.1 Silverymoon

      The character's arrive in Silverymoon looking to grab a cache of magic items, working off a tip they got in Triboar.  After working the city for a day, the players eventually reach a startling conclusion that the Margaster's Magic cache probably isn't worth tangling with Silverymoon's police force.  The party leaves the city empty handed, but resupplied.

      Harshnag doesn't really seem to like other giants.

      Shortly after embarking toward, two frost giants approach the party shouting for Harshnag in Giantish.  Harshnag stood silently while the giants conversed with him, before striking suddenly.  The two giants are killed by Harshnag and the party, and afterwards Harshnag explains they were up to no good.

      4.2 The Zymorven Axe

      The party arrives at Zymorven Hold, where they speak with Lord Zymorven about his giant-killing axe.  After recounting how Urgala in Triboar suggested they come to him, he is willing to help.  He remembers Urgala fondly, but alas, the axe has been taken by his ingrate son.  Last he heard, his son had fled to Yartar with a lowly wench.

      The party backtracks to Everlund and uses the Harper teleportation circle to travel to Yartar.  Once there, they immediately realize that teleportation is THE quickest way to travel.  Heading into the Wink and Kiss tavern, where after some banter with a canny barmaid they are directed to two conspicuous ladies in the back who belong to the Hands of Yartar thieves' guild.

      After some gold changes hands and some time passes carousing, the Hands of Yartar deliver the information the party requested.  Harthal Zymorven, Lord Zymorven's estranged son, has been arrested for murder.  The magical giant-slayer axe was taken by a corrupt watch captain named Brenner.

      Starman and Berry conclude they do not wish to partake in unlawful activities and continue to carouse into the evening.  However, Softhands and Briar break into Brenner's house, beat him senseless and take the magical weapon.  Rude.

      4.3 Xantharl's Keep

      The party now wishes to act on more information gleaned from Triboar, and uses the Yartar teleportation circle to travel to Mirabar.  They then head south to Xantharl's Keep, intending to capture the fugitive known as 'the Weevil' for the five-thousand gold piece bounty.  Harshnag heads for the Pass of Khedrun, and will meet the party in about a week on the trail north.

      After arriving at Xantharl's keep, the party is faced with a quandary.  They are sure they have found Worvil "the Weevil" Forkbeard...but they are starting to reconsider some of their rash actions.  They 'interview' 'Larg' and his employer, Arzastra, proprietor of the Fallen Orc Inn...but aren't quite convinced they can just bag the guy and leave.  Shortly their ruminations are put to the test as the guards raise an alarm.  "Enemies to the east!"

      The adventurers were standing outside, about to confront 'Larg', A.K.A. 'the Weevil' when the commotion occurs.  Apparently there are several ogres, goblins and hobgoblins outside the walls, led by a giant.  The players were standing on the steps to the inn, and shortly they hear a racket inside the inn's stable.  As goblins covered in spikes splatter on the ground and walls of Xantharl's Keep (catapulted from slingers mounted on the ogres) the players investigate the noise.

      Ten bugbears slink through the shadows, attempting to grab Larg!  The adventurers rush inside, and the fighting was fierce.  In the end, Larg says he doesn't know why they were trying to grab him - which is certainly what they were doing, since they were trying to force him into a dwarf-sized sack and haul him off.

      In the aftermath of the battle, the city guards are everywhere and find the players and the remnants of their battle.  Some questions are asked, and generally satisfactorily answered.  The Lord of Xantharl's Keep contacts the proper authorities in Mirabar, and the party is allowed to leave with their prize - Larg, A.K.A. Worvil Forkbeard, A.K.A. the Weevil.  The dwarf brigand is marched back to Mirabar and the adventurers claim their five-thousand gold.

      Afterward, the party is two days early meeting Harshnag on the northern trail.  The way to the Valley of Khedrun is desolate and quiet.  After a long and grueling journey in the cold and silence of the Spine of the World, the party arrives at the Eye of the All-Father.

      4.4 Eye of the All-Father

      The adventurers approach the Eye of the All-Father.  It is a temple to the deity Annam, who is the greatest of the gods of the giants.  The doors had long been open into the mountain, and snow had blown quite far inside the tunnel leading into the mountain.  Inside, all the walls had frost and ice on them and the place seemed dead quiet.

      Shortly after entering, the party runs across a group of barbarians trying to open a massive door.  When they see the adventurers, no words are exchanged - they simply attack.  The barbarians had a subdued white dragon wyrmling with them, which Harshnag takes as a personal insult.

      When there wasn't much left of the barbarians but smears, everyone wonders why they were here.  Harshnag, Berry and Softhands push the massive door open, and discover a room full of statues representative of the six different races of giants, and a faceless statue depicting Annam.  Across the room is a glowing archway...which seems to be a normal alcove, aside from glowing fog and strange runes.

      Harshnag knows one of the runes, but the rest are a mystery.  The giant statues in the room are all holding weapons, save one - the frost giant god, Thrym.  The party breaks the ice on one of the northern doors and goes upstairs, searching and ransacking the giant living quarters.  In a sack on a giant's bed they find some dwarf heads and a magical item known as the Shard of the Ise Rune.

      In the lower level, they are taken aback by a magical trap!  A giant ball of rock rolled down the hallway, nearly crushing the adventurers.  The giant rock is then rolled back into place by a statue of a stone giant.  The only other thing of interest is a cleft of rock in the back of one of the rooms.  The party decides to rest here, in the relative safety and quiet of the cold Eye of the All-Father.

      4.5 Great Worm Cavern

      The party investigates the southern doors, and are surprised to find the giant's banquet hall to be warm.  Unfortunately, they also find a remorhaz.  After a brief and bloody fight with the beast, the party finds Thrym's axe and deduces how to open the portal in the main hall.

      After consulting with the ghost of a cloud giant and spending two days talking to the oracle, the party now understands what is happening to the Ordning of the giants.  The oracle bids them to prove themselves by returning artifacts to the giants that were stolen by the Uthgardt.  After Harshnag draws them a map, the party decides to visit Great Worm Cavern, an Uthgardt spirit mount that was the closest to the Eye of the All-Father.

      The party leaves for Great Worm Cavern, but are accosted by eight dragon cultists in a flying ship.  They claim to be sent to aid the party by the dragon Klauth, who has given them a gift - the airship.  The cultists crew the ship for the party as they continue to the Uthgardt spirit mound.

      Once the cavern is found, the party descends and begins to tentatively check out the icy cave.  The Uthgardt, as it turns out, are rather unfriendly...but a few well placed sleep spells by Briar and some quick bargaining with the Uthgardt granny see the party leaving with what they came for - the broken shield of a fire giant.  Surely, the Oracle will accept this offering...

      4.6 Return to the Eye of the All-Father

      The party returns to the Eye, and after some meandering figure out how to offer the relic to the oracle.  They are bade to find the fortress of Ironslag, Duke Zalto's base of operations, and face the fire giant lord.  They are to find the Conch of Teleportation and enter the Maelstrom.  There, they must root out the evil in King Hekaton's court.



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      Thursday, November 30, 2017

      Storm King's Thunder: Prepare to Die Edition [Part 3]

      Storm King's Thunder: Prepare to Die Edition
      *Updated 11/30/2017*

      Warning:  SPOILERS ahead for Storm King's Thunder.


      View Campaign Page.

      3.1 Road to Yartar

      In the wake of the attack on Triboar, the party becomes quite popular in town.  Not knowing what to do with the giant piece of metal the giants unearthed, but knowing it's valuable, the adventurers are at a loss as to what to do about it until Alaestra Ulgar and Urlam Stockspool offer to buy it and engage in a bidding war.  The party sells it to Alaestra for five thousand gold coins.

      In addition, the other residents of Triboar approach the party for various reasons.  Darathra Shendrel, the Lord Protector of Triboar, gives the party a platinum badge bearing the insignia of the town.  She bids them to travel to Everlund and visit Danivarr's House.  There, they should talk to Dral Thelev.  No explicit reason was given.

      Darz Helgar let's the players know that a dwarf cleaning stables in Xantharl's Keep might well be the wanted brigand known as the Weevil.  The bounty is rumored to be five thousand gold coins.  It might be worth checking out if the adventurers head that way.

      Narth Tezrin, after figuring out the party's destination, asks them to deliver a crate of harnesses to Noanar's Hold, on the way to Silverymoon.  For a hundred gold, a horse and a cart the party agrees to make the delivery.  They are to pick up the cart on the morn they leave.

      Urgala Meltimer tells the party that an old associate of hers owns a giant-slayer.  He lives in Zymorven Hall, and would probably part with it if they party told him they are fighting giants along the coast.  The party makes a note of this if they happen to move in that direction.

      Othovir had a close call during the attack.  To show his gratitude, he tells the party about the Margaster family's hidden cache of magic in their estate in Silverymoon.  He gives details, and the party considers it.  Breaking the law in Silverymoon is not something anyone wants to get caught up in.

      Ghelryn Foehammer almost died during the attack.  He was grateful, though taciturn.  He returned later having written a Letter of Recommendation for the party.  He bids them thanks, and tells the party to present the letter to King Morinn or Queen Tithmel should they find themselves in Citadel Felbarr.

      The party finally sets out from Triboar to reach Silverymoon.  The first stop along the Evermoor trail is Yartar, a few days away.  Outside Triboar, the party encounters a group of travelers fleeing giants in the countryside.

      The next day, the party comes upon a group of stone giants disassembling a stone tower, stone by stone.  The party decides to confront the giants, who hold fast, tossing stones from their tower, until Niv's ice storm spell finally spooks them and they run into the fields.  The party does not pursue.

      When they get to Yartar, they are surprised.  A wretched hive of scum and villainy, corpses on the streets seem to go unattended.  The party passes through the river town as quickly as possible.

      3.2 Yartar to Calling Horns

      A days' ride from Yartar, they party encounters Lady Harriana Hawkwinter and her squire.  She had rescued two children, Elisa and Tomas, from a giant attack that their parents did not survive.  She asks the adventurers to take the children to the nearest town, as she wishes to pursue the giants.  The party takes custody of the two children.

      They forage over the next three days, also running into some hunters along the road, before arriving in Calling Horns.  Tamalin Zoar warms to the party fairly quickly, and arranges to have the children seen to.  The party eats and rests well at the Calling Horns Inn, until later that night.

      The party is awoken to strange sounds outside.  Starman investigated and found something trying to get into the horse stables.  Softhands, Briar and Berry all run outside and find themselves face to face with two trolls from the moors who want to get to that yummy horsemeat.

      A short battle erupted that involved maniacal laughter and torches as choking hazards.  Tamalin offered the party a job rooting out the source of the trolls, but they declined as they were more interested in reaching Everlund.  The party set out at first light.

      Shortly after leaving Calling Horns, they are ambushed by crag cats.  They are swiftly seen off, but the party proceeds more warily.  A few days later they arrive at Noanar's Hold at dusk.

      3.3 Noannar's Hold to Everlund

      Noanar's Hold is unsettling to the party.  The caretaker of the keep and the recipient of Narth's harnesses from the Lionshield Coster is named Amrath Mulnobar, and he makes it fairly clear that he doesn't want them hanging around.  As much is said by most of the folk in town.  It is suggested that they go to the White Hart Inn, and stay indoors at night.

      By day the village is normal, but near dusk everyone went indoors immediately and it turned strangely quiet.  The party resolves to investigate.  Soon they hear the rumors surrounding the village...apparently, a hundred and fifty years ago there may have been some mass murder and serial killings going on under the guise of "hunts" organized by the nobles.  Ever since, the Hold has been in a steady decline.

      The party begins investigating the "Hunt Lords" of Noanar's Hold.  They spend the next day going around the town, eventually spending several gold coins on the artisan socks made by a village wife.  They arrange to meet with the wife's husband, a hunter named Bryce.  When they meet him, he expresses his gratitude - that's a lot of money to drop on socks.  He tells the party about the Hunt Lords, but not much.  He says they shouldn't go poking around.

      They hang around and manage to finally get a glimpse of one of the Hunt Lords.  He and his horse were obviously undead.  Their investigation concludes with the assumption that the arrangement is copacetic - the Hunt Lords actually serve to protect the tiny village of Noanar's Hold.

      The party leaves for Everlund the following day.  They pass through Olostin's Hold, noting little about the village.  When they get to Everlund, they go directly to Danivarr's House and talk with the one-eyed half-orc Dral Thelev.  The half-orc is cordial, even foppish, and takes the party into an adjoining parlor and offers wine.  Briar takes the first sip and instantly disappears!

      Dral explains that the wine instantly teleports the one who drinks it to the Moongleam Tower, the bastion of the Harpers in Everlund.  There, they find themselves in another parlor, filled with winged cats called tressym.  Krowen Valharrow, the caretaker, welcomes the party and shows them to a hidden teleportation circle within the tower.  There he explains the party can use any of the Harper's circles that connect cities along the Sword Coast:  Mirabar, Everlund, Neverwinter, Yartar, Loudwater and Waterdeep.

      The party decides to continue overland to Silverymoon, but thank the Harpers' for their aid.  Just outside Everlund, the party encounters a frost giant simply standing by the road.  He is Harshnag, and he isn't hostile.

      In fact, the giant explains he's on his way to a place called the Eye of the All-Father, and he's killing giants along the way.  The party agrees to accompany him, and Harshnag joins the party.  First stop is Silverymoon, and Harshnag will be waiting outside the city when the party is finished there.



      Return to Storm King's Thunder: Prepare to Die Edition?

      Saturday, October 28, 2017

      Storm King's Thunder: Prepare to Die Edition [Part 2]

      Storm King's Thunder: Prepare to Die Edition
      *Updated 10/27/2017*

      Warning:  SPOILERS ahead for Storm King's Thunder.


      View Campaign Page.

      2.1 Triboar 

      The party descends the cloud staircase from Zephyros' Tower, and makes their way into the town of Triboar.  Supposedly named after some guy in the olden days managed to kill three boars in one day nearby, the town is an agricultural community surrounded by farms and ranches.  The players remember that the ex-husband of the proprietor of the Lion's Share in Triboar perished in the attack on Nightstone, and find the shop right away to give her the bad news.

      The players explore the town and meet various characters, including Narth Tezrin, who helps run the Lion's Share.  Ghelryn Foehammer is the crotchety dwarf smith from down the road, and Urgala Meltimer from the North Shield House, a respectable inn.  Othovir is the town harness maker but doesn't have much to say, and Darz Helgar is the creepy dude who rakes turds from yards.  After learning all this, the party makes arrangements to stay at the North Shield House, then immediately go to the nearest bar with a hole in the roof.

      2.2 Attack on Triboar 

      Suddenly, the town erupts in a great panic.  Sweeping forth from the northeast is a force of orcs, lead by two fire giants.  Orcs riding axebeaks sweep into town ahead of two squads of magmins and a group of orogs.  The axebeaks wreak havoc on the town, whose guards the Lord Protector had just dispatched to deal with threats out on the countryside.  Undefended, the town began to burn as the magmins began to torch fields and buildings.

      The characters are unhappy with this, and Niv attracts the attention of one of the giants.  This earns him a boulder, which prompts his retreat from the battlefield for a few moments.  Total chaos breaks out as the town and adventurers rally to the defense.

      The giants were after something, and seemed to follow some sort of magical divining rod into town to begin digging in the middle of Darz' field.  A bloody fight with orogs and the giants ensue, during which time Softhands disrupts their digging by dropping a darkness upon the dig site.  Starman gets everyone back in the fight, and in a torrent of rage, magic and dirty tricks the defenders of Triboar (incredibly) manage to kill the two giants and disperse the orc raiding party.

      Afterward, the hole the giants were digging was found to contain a strange piece of manufactured adamantite about eleven feet long, almost free from the ground.



      Return to Storm King's Thunder: Prepare to Die Edition?

      Sunday, October 1, 2017

      Storm King's Thunder: Prepare to Die Edition [Part 1]

      *Updated 10/04/2017*

      Warning:  SPOILERS ahead for Storm King's Thunder.

      View Campaign Page.

      1.1 Nightstone 

      The characters arrive in Nightstone, a village just to the south of Waterdeep.  As they approach, they note there has been some damage to some of the buildings that they can see over the palisade.  Things get even more eerie as they see the drawbridge is open, and a sonorous bell can be heard ringing out over the platz.

      As they enter the town,  they see large boulders embedded in the ground.  These seem to be the cause of the damage, as if they had somehow been launched at the city - though there was no sign of a siege.  With the streets empty, they investigate the temple.

      Inside they find two rowdy goblins, swiftly dispatched.  With no trace or sign of people, they move towards the inn.  They encounter a young lady named Kella, and she's the only person at all in the town.  After rough housing with a few stray worgs and goblins that were wandering the empty town, newcomers arrive at Nightstone.

      They are friends of Kella's, who also happen to be Zhentarim.

      1.2 Orc Attack

      One of the Zhents, Xolkin, is the obvious leader.  The Zhentarim's intentions for the now-empty Nightstone is to use it as a ready made fortified outpost.  The quickly set about securing the town.

      After figuring the characters were 'all right', Xolkin gave them a task - deal with the guards holed up in Nandar Keep.  As the party is fixing a ladder to the bridge to Nandar Keep (apparently damaged in the rain of falling rocks), they notice a large group of orcs approaching the town...swimming across the moat.

      It didn't take long for the orcs to figure out how to get into the town - by climbing up to the area where the bridge to Nandar Keep connected to the palisade.  The very one the party was standing on.  The fracas began with javelins and arrows, but the orc mob was huge.  Niv pushed the marauders back with a well-timed spell, and the party retreated to one of Nightstone's guard towers, where they managed to engage and destroy the orc warband.

      1.3 Nandar Keep

      The characters find another ladder to cross the bridge to Nandar Keep, the other ladder having been lost in the fight with the orc warband.  After crossing, the characters encounter the guards.  They tell the players what has happened - Lady Nandar is dead, so her offers of adventuring contracts are up in the air.

      The party learns what happened to Nightstone - a floating castle came by and rocks fell from the sky.  Then two blue giants came down and took the Nightstone - the city's namesake, which sat in the middle of the village square.  Nobody knows why.

      The party then tells the guards that Nightstone is lost, and the Zhents are moving in.  Naturally, this is not well received by the Nandar loyalists, who expel the party from the Keep.  This is enforced by 'warning shots' from the (now barred) gates.

      The party spends the next few game hours plotting how to most efficiently murder all the Zhents before simply attacking Xolkin immediately the first time they encounter him.  As it turns out, all that plotting didn't really matter, and most of the Zhents die gruesome deaths - except the two in the drawbridge tower, who flee to the north.

      With the guards in Nandar Keep giving them the hand to talk to, the players decide to seek out the villagers.  They learned from the guards that this was most likely where they went.

      1.4 The Dripping Caves

      The players follow the villager's tracks north to the large cave mouth, where Starman plays a beautiful tune just outside the door.  The ogre that was relaxing just inside thought that it provided a great opportunity to get a flowery lunch.  It surprised the party, and nearly killed Starman in the process.  The players dealt with the ogre and a few other goblins near the cave mouth.

      Exploring inside, they are pelted with goblin arrows from ledges around the main chamber, and disturb a sleeping ogress who begins to fling things at them.  Berry made sure Starman was safe outside, and together with Softhands, Niv and Briar swiftly dispatched the remaining monsters.

      The party finds the villagers huddled near a large pit in the back, and a warren of goblin non-combatants in the front.  It seems the monsters were keeping the villagers as a sort of larder, casually eating one every so often.  The villagers are quick to get out of the cave, thanking the adventurers for their handiwork.

      Inside, the players find the goblin boss Hark and throw him to the villagers, who swiftly beat him to death.  Back in Nightstone, the party finds nothing of interest and decides to follow the trail of the cloud castle.

      After a day, the party is greeted by a mysterious phenomenon.  A tower with a wizard's hat floats by on a cloud, and a stairway made of the puffy white material descends for them.  After climbing a thousand feet to the tower, they meet the cloud giant wizard Zephyros, who offers to help them along their way.

      1.5 Zephyros' Tower

      The players ride Northward upon Zephyros' floating tower.  Most of the time it's very peaceful, being among the clouds and drifting lazily through the sky, watching the griffons hunt.  The party camps in the lowest level of the tower, having no easy way to traverse the hundred feet to the second floor.

      On the third day, representatives of Yan-C-Bin, the Prince of Air, arrive to entreat with Zephyros.  Zephyros took their gifts, and bid them wait while he considered their offer.  Many hours later, he emerged from his sanctuary and told the elemental cultists he wasn't interested and they should leave.  They left without much fuss.

      On the tenth day, a silver dragon appeared in the sky.  It carried armored dwarves in its' claws, and dropped them in front of the tower before leaping back into the sky to deal with the griffons in the tower aerie.  The dwarves take gaseous form and infiltrate the tower, ignoring the party and going straight for the orb of navigation.  A short battle ensues, leaving Niv paralyzed and floating nearly 200 feet above the tower floor and one dwarf dead.  Starman finally seems to convince the dwarves they are acting in error, and the dragon collects them before leaving the tower.

      Zephyros seems annoyed by this, but not overly.  He thanks the party for their help defending the tower and seems to have a general disdain for dragons.  The rest of the journey is peaceful and quiet, and midway through the 12th day of the journey the cloud tower rests just above the mercantile town of Triboar.



      Return to Storm King's Thunder: Prepare to Die Edition?

      Saturday, September 30, 2017

      Storm King's Thunder: Prepare to Die Edition

      *Last Updated 7/27/2018*

      Welcome to Iron Seer's inaugural RPG campaign!  This is the "campaign" post and will periodically be updated.
      Iron Seer: Storm King's Thunder

      Exposition

      On the Sword Coast, betwixt Waterdeep and Daggerdale, there is a small forest called the Arden.  There, nestled along the river, is a town called Nightstone.  The ruler of Nightstone, Lady Nandar, has put a call forth to adventurers to aid with marauding goblins and entreat with hostile elves.  Our players, intrepid and bold, begin the game en route to Nightstone to meet with Lady Nandar and accept the assignments.  Mostly so they could eat.

      Rulebooks & Addendums

      The amount of material available for a D&D game is staggering.  We could never make a full list of everything that we'd allow in the game, so we're not going to try, but these resources will be invaluable in developing your characters.  This list contains references to material that has already been added to the campaign, and material that COULD be added to the campaign.  Feel free to go out there and dig up weird, cool stuff for your characters and pitch it to the Dungeon Master.  Chances are, I'll allow it and we'll link that material here.
      Adventurers

      Current
      • Briar Silverleaf, Wood Elf Rogue
      • Nivesil, Lightfoot Halfling Dragon-blood Sorcerer
      • Berry Blessedhammer, Shield Dwarf Paladin of Gorm
      • Starman, Maztican Air Genasi Cleric of Eha
      • Softhands, Tiefling Barbarian
      • Ikki Popp, Maztican Air Genasi Stone Sorcerer
      The miniature gallery for this adventuring party can be found here.

      A post-mortem for the campaign can be found here.

      Session Logs
      1. Part 1
        1. Nightstone
        2. Orc Attack
        3. Nandar Keep
        4. The Dripping Caves
        5. The Tower of Zephyros
      2. Part 2
        1. Triboar
        2. Attack on Triboar
      3. Part 3
        1. The Road to Yartar
        2. Yartar to Calling Horns
        3. Noannar's Hold to Everlund
      4. Part 4
        1. Silverymoon
        2. The Zymorven Axe
        3. Xantharl's Keep
        4. Eye of the All-Father
        5. Great Worm Cavern
        6. Return to the Eye of the All-Father
      5. Part 5
        1. Yakfolk Village
        2. Inside the Yakfolk Village
        3. Escape from Yakatraz
        4. The Mines of Ironslag
        5. Salamander on Duty
        6. Intruder Alert!
      6. Part 6
        1. Into the Maelstrom
        2. Court of the Storm Giants
      7. Part 7
        1. What to Do About Wooden Nickels
        2. Casino Night
        3. Eyes in the Sky
      8. Part 8
        1. Doom of the Desert